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Hunter PvP
I chose Dwarven Gun Hunter for several reasons listed
below.
He has the best PvP skills I think. Stoneskin is invaluable for up close
encounters and I like gun better than bow.
If its Night Elf hunter w/ pass dodge bonus or Dwarven w/ Stoneskin bonus. The
Tauren's Warstomp is good, and if you want to go beast mastery, definitely pick
Orc because they have a racial bonus. That decision, I leave to you.
For Horde, I believe Tauren is the best race for Hunter because of Warstomp
So my reasons for choosing my particular hunter is as follows:
1) Starting stats doesn't mean much. Especially at higher levels when you have
better equipment and abilities. Besides, agility doesn't mean much because of
rapid fire and deterrence when you get them. Just think about all that Night
Elf's abilities are at. +more agility. Sure, they're better in the beginning,
but it also imposes why us Dwarves should be played more carefully. And oh yeah,
when talking about stats, think about the fact that we also get a very hefty
+stamina bonus, which is great for PvP! Of course, this is where higher level
items come in. To nullify the biased stat advantage that some people think NE >
dwarf.
2) Lets first talk about guns. We can use guns that are slow, yet highly
damaging, Fast yet moderate damage. Sure, Bows can do the same, but can bows use
Mithril Slugs or Thorium Slugs? At the highest lvl ammunition, we can add +17
DPS! That's incredible. That and our ability to mount scopes (NE bowyers can too
keep in mind) to further increase our weaponry is simply awesome. I like guns at
fast, moderate dps/dmg, but I like to add things to them like Crafted Ammo and
Scopes. This gives us gun users a advantage over bowyers, I think. It's all
about the ammo And oh yeah, I almost forgot, about the Night Elf with guns
debate, All I have to say is: We (Dwarves) get gun specialization :x
3) Lets talk about Racial Features. Shadowmeld, Stoneskin. Dodge, Frost
resistance. First of all, increased dodge owns our frost resistance. Sure we get
a +10, but that doesn't mean anything. At higher levels we can take care of this
by adding resistance, and we barely encounter any frost archetypes anyway. Frost
mages? .. a joke to good hunter. Anyway, to stay on topic: Lets now discuss the
Shadowmeld and Stoneskin. Face to face, player against player, Stoneskin has the
advantage. My opinion in our worst possible enemy = a good enemy rogue. He
charges with kill in his eye and he's going for bleeding and poisoning. Not a
chance I say. Switch to Stoneskin and continue beating him down with melee +
helping pet. You'll find yourself at a WAY better situation with Stoneskin
against rogue then without. Sure you can kite while in Stoneskin mode, but 1)
that'll give you a disadvantage because you cant run for crap and 2) its a waste
of a Stoneskin, you'll probably need it later. I only Stoneskin in up close and
personal situations and I know I wont be able to kite from. Now.. for the group
Raid PvP.. Shadowmeld and come in handy. Let's just hide there and surprise our
opponents. Better yet, since I'm going to die if they come near me, I'll just
meld and stay hidden. That can be useful in group ambushes or surprise attacks.
To sum these two race of hunters together, both Night Elf and Dwarf have their
advantages. I just personally prefer my stone skinned, gun wielding midget over
the Night elf bowyers. As you can see, I firmly believe that our racial
abilities are fairly equal stat-wise: NE has more agility (great aspect), Dwarf
has more HP (another great aspect) [in relation w/o equipment]. We can always
make up stats in our equipment later on in the game anyway.
The ONLY thing. The SOLE arbitrator why I chose dwarves over NE is our GUNS.
With our custom ammo and our cool looking scopes and guns, we definitely have
the word CUSTOM written all over it. Nothing is cooler than this in MY opinion.
Part II - Talent Allocation
Honor's PvP Talents
I'm a Dwarven Hunter and I've duelled and explored the far reaches of Kalimdor
and Azeroth. All I can say is the best talent build for hunters are Marksmanship
followed by Survival. Beast mastery is good, but not designed to be PvP
allocated. Its best to do your Marksmanship talents before Survival because at
lower levels you'll find yourself using your gun more than your melee abilities.
Here's my build.
You begin at lvl 10 by allocating points into your Marksmanship Talent in this
order.
5/5 - Improved Concussive Shot
5/5 - Lethal Shots
1/1 - Aimed Shot
5/5 - Improved Hunter's Mark
5/5 - Mortal Shots
1/1 - Scatter Shot
3/3 - Hawk Eye
By this point, you should have 25 points into your Marksmanship Tree and can
move on to your melee capabilities. Keep in mind that your duty as the hunter is
to used your ranged capability whenever you can. Thus we finish marksmanship
before anything else.
Heres to the Survival Tree. In this order.
5/5 - Precision
5/5 - Improved Wing Clip
1/1 - Deterrence
3/3 - Lightning Reflexes
1/5 - Improved Mongoose Bite (TecH)
5/5 - Deflection
1/1 - Counterattack
5/5 - Improved Mongoose Bite
As you can see, the Survival Tree is a little bit more complicated. What you
want to do as soon as you enter this tree is to unlock the hunter's primary
melee abilities. These are of course, Deterrence and Counterattack. The best way
to do this is to unlock them before fully completing/upgrading your moves. Once
you have obtained both Deterrence and Counterattack, go back and finish up your
Improved Mongoose Bite. Because as all experienced players know, a bigger tree
of abilities is greater than improved damage.
But wait, you say, I'm only 50/51. Here's where you can branch into what you
want to focus on. Id normally go 1/2 Barrage in Marksmanship. It all depends
what you feel one measly point should be put into.
That way at lvl 60, you'll have a 51/51 hunter with a little twist.
Now we'll look into a detailed explanation on why I've chosen the skills that I
did and why did I apply them in that order. I've already explained that the
hunter's strength lies in his ability to deal damage from a range. Thus
explaining the Marksmanship first, Survival second build.
Here's the build in order.
5/5 - Concussive Shot
I find this to be a must for any hunter. A 20% chance to stun your opponent is
absolutely amazing. This can open up to your window to a endless amount of long
range combos. Always open your duel with this, if not hunters mark. You can then
follow by a aimed shot, or serpent + viper + arcane. Beautiful move that should
be exploited as often as possible, or any chance you get.
5/5 - Lethal Shots
Critical range strikes are a must. What's better than to start off the duel with
a instant critical. That's just amazing. What makes ranged characters feared is
their ability to deal damage to their targets before them even reaching you.
Hence why we choose this road to further improve on our damage potential.
1/1 - Aimed Shot
Beautiful move. Especially if you can afford it after a successful concussive
shot stun. Try not to use it in duels that doesn't offer a open window though.
Only moves such as stun and can allow you to successfully execute this. Freezing
trap allows you to do this, but Improved Wing Clip doesn't give you the window
you need (3s charge, 5 sec immob offered, hence not enough time to get in range
and carry it out). Better off with Concussive shot, followed by stacking Viper
or Serpent and just doing straight damage.
5/5 - Improved Hunter's Mark
Allows you to do more dmg for all of your ranged moves. And at a cast range of
100 yards, this move is incredible. It can also be used as a taunt move against
your opponents. Nothing better to see your opponent in a raid group retreat
because of the fear of your rifle/bow
5/5 - Mortal Shots
50% increase in critical damage? Enough said. This stacked with Lethal shots is
your bread and butter in long range damage dealing. Hit with a critical and your
looking incredible damage done.
1/1 - Scattershot
BAM, a close ranged shot that confuses your opponent, allowing you to run back
into gun range and continue blasting. Keep in mind that during that time of
daze, you can actually pound some more shots in, maybe even change your strategy
in stings. Not to mention the additional damage and chances of lovely crits.
3/3 - Hawk's Eye
Increased range for weapons. From 35 yards to 41 yards at max level is amazing.
If you pass out on this, you should pass hunter class entirely.
Here's to the Survival Tree. In this order.
5/5 - Precision
We use this to get into the tree and exploit the beauties of Hunter Melee. Not
to mention it has a better effect than raptor strike. I don't know about you,
but hitting more is a priority in my book.
5/5 - Improved Wing Clip
Hence why we want Improved Wing Clip over Bite. 5s window to run into rifle
range, hit with concussive and restack whatever's needed, or simply to do
damage. Yes.
1/1 - Deterrence
Now, we finally get this awesome ability. This is what makes the Hunter viable
in short ranged combat. Dodge and parry increased to 25% for 10 seconds. That
with Aspect of monkey and lightning reflexes give you a guaranteed 30%+. How
amazing is that. Now with dodge, you can start abusing your mongoose bite, or
even better, if you parry, you can let loose your almighty counterattack.
3/3 - Lightning Reflexes
Dodge anyone? Keep in mind that this stacks with Deterrence/your passive dodge
(NE;p), your Aspect of Monkey, and any other things that you can muster. Dodge
is great, everybody already knows that.
1/5 - Improved Mongoose Bite (for now)
With Deterrence, you can finally gain advantage of Mongoose now. But we'll get
into Wing Clip before we consider this move more seriously. I mean +20% dmg is
good, but 20% chance to immobilize, get out of range and spam shots are a must
for a hunter. No ands, ifs, or buts.
5/5 - Deflection
Parry up +5%. Enough said. That with Deterrence is a 30% chance of parry. That
coop'd with dodge will drive your opponents crazy. Not to mention the power of
the next move that will surely instil fear into your opponents melee character.
1/1 - Counterattack
Counterattack does damage and immobilizes for 5 seconds. Not to mention it cant
be blocked, dodged, or parried. Its a sure chance of running and spamming more
shots. Leading to more moves such as concussive shots, more wing clipping, or
pure dmg dealing from ranged attacks. Anything that allows immobilization of the
enemy opens up for your ranged attacks, which are, the BEST in the game.
1/5 --> 5/5 (Finishing) Improved Mongoose Bite
Ability before Damage, damage after ability = the key to a Hunter's success.
Part IIIa - PvP Strategy (the bulk of this guide)
Now lets look at duelling strategies against all classes. Keep in mind the
biggest fear of hunters are melee class. This goes for rogues, paladins and
warrior. Rogues high agility and close-in ability can really mess with the
hunters game at long range spammage. Rogues are so fast and capable of closing
in on a hunter that we're almost certain that we have to fight them close range.
A successful concessive shot can solve this problem, but 1on1 in close range,
Rogues DO have the upper hand. What can we do? Immobilize and spam. Best way to
take care of this is Improved Wing Clip, Counterattack, Traps (If you can pull
it off), and other stunning abilities. Do damage to them overtime by this and
hope for the best. Their speed and stunning abilities normally have the edge
over us. Now.. What about their poison and bleed tactics. Well, if your a NE,
that's pretty bad, but as Dwarves we have the ability to neutralize that with
Stoneskin. Id rather fight and sacrifice just a little speed than to lose my
health to bleed/poison tactics.
Now lets look at Paladin class. Why do they burden Hunters so bad? Maybe because
they have a ability that makes them invincible to melee/projectile damage. Of
course they cant attack, but that kind of neutralizes the ability we have to
spam them right? At close their block, high defence, and stun is also something
to be reckoned with. Especially when they can walk right up to us. Their healing
abilities are good to, and their overall ability to buff themselves to Jesus
levels are definitely a force to be considered. We can, of course, Viper sting
them to kill mana and then deal with them appropriately by doing our
Immobilization/Range spam tactic. If they heal, that's a serious problem. Thus
explaining why Viper Sting is such a crucial factor in defeating Paladins.
Warriors. One class that I believe a we should able to fight equally. We start
off by sending our pet and spamming shots, but when they get close to us we have
to rely purely on our ability to defend/ deterrence/ counterattack and
immobilize. Up close, these guys do WAY too much damage for us to handle, even
if we've acquired mail. We just need to out damage them by keeping them still
and smacking them with shots. Sooner or later, we should be able to take them
down. What happens if they charge? That's why I always open on a concussive
shot. Even before Hunters Mark. If you can stun them, and hit him successfully,
then you have a edge. If they charge into your face and stun you, then they have
a edge. I believe fast fingers, quick judgement and the chance of immobilization
is the key against a good warrior vs a good hunter duel.
Druids are interesting because they're a mix between a spellcaster type and a
warrior type. They normally start by casting some kind of DoT spell, hitting you
with some magic spells then charging you in bear/panther form. These type of
druids are normally easily dispatched with. Start the duel by shooting them and
when they are ready to get physical, meet them in that physical duel. For caster
vs rifle duels, they don't even have a chance. Not with a high DPS/fast attack
pet.
Mages are a breeze for hunter. There are two types of Mages. The smart and the
dumb. The dumb mage will try and kill the hunter, casting their spells while
being attacked by my cat, thus losing about 1/2 of their hp before getting a
spell out. I control the battle by first shooting my highest level viper sting,
followed by concussive shot in an attempt to stop casting and bombarding them
with shots while my cat slashes at their throat. The smart mage polymorphs me,
frost novas my cat and insta pyroblasts it, or some ridiculously damaging move
that kills my pet, thus forcing me to battle it range on range, damage for
damage, and that normally hurts a lot. Hunters should still first start out by
shooting a viper sting, followed by concussive shot. This gives them (the
hunter) an instant advantage even if the mage choose to cast poly. Normally
hunters come out on top of mages very easily.
Shamans are a problem. Their use of totems, damaging spells and DoTs renders
them the most powerful caster vs Hunters. With Earthbind, they can easily run
past your cat, into your weak spot (inside of rifle range, but outside of melee)
and doing some serious magic to mess up your game. Still, a instant viper sting
and follow up concussive shot should be used against enemy shaman. No caster can
do much without mana, even though this type insta-blasts you a lot. Have no fear
Hunters: No decent Hunter should ever lose to a caster as long as they have
Viper Sting.
Priests and Warlocks are a little different than the other two casters. They
have fear. Don't be surprised if the warlock/priest charges YOU in the beginning
in an attempt to instil fear into you. The Priest's advantage of this is that
your pet follows close to him, near you, thus effecting both of you (if your a
priest w/ psychic scream). At the same time, they cast DoT (damage over time)
spells like SW: Pain or in the Warlocks case, Curse: Agony/Immolation and do
damage to you while doing moves like shadow bolt, mind blast, holy smite,
anything that nukes while you run around like a headless chicken. This is a
problem. We take care of this by doing as much damage as possible within those
few seconds before they run into us. We also shoot viper/concussive to further
ease our duel and keep fast fingers ready in case they charge. The Warlocks pet
can cause problems too, and so can the Priest's HW: Shield. Making these casters
really tricky to deal with. I recommend blasting them with as much fire power as
possible while draining their mana w/ Viper Sting. If they get close, do as much
dmg as possible to them before fear, and if your fear ends away from them,
continue blasting away at them. With good resist and dmg output, you should win
vs these tricksters. Of course, if they're stupid, they'll just stand there and
try and nuke you. Those type of duels will come even easier than fighting a dumb
mage.
A enemy hunter.. your worst enemy even though you love him. This is where your
skills as a hunter truly come out. Fast fingers, fast thinking and good
judgement is what you'll need to beat the opposing hunter. There's three type of
hunter duels. Ranged, short ranged, and mixed. Ranged duels start with go pet,
hunters mark w/ hawk aspect on, and blast them with as many different kind of
shots as possible. This type of battle is fairly common. The second is CHARGE!!
with your pet in attempt to flush the hunter, causing him to waste his hunters
mark (he cant attack during the cast) and catch him off guard in his ranged
setup and not his melee. Thus you closed the gap between you and the enemy
without much damage taken (if any). The third type is the most common within
pros. Shoot off a few shots, then charge during the animation of your opponents
end shot. Doing this will close the gap between you and the enemy and he'll be
left open for a short amount of time because he'll still be in gun/arrow mode.
This is why hunter vs hunter is very fast when it comes to button coordination
and thinking. You have to know exactly what to do in the right situation. What
to do if your opponent tries to play a ranged game, what to do if your opponent
closes in past your gun range, what happens if both happen within a window of 2
seconds. Skill will be your sole arbitrator in hunter vs hunter duel.
Keep in mind that if your opponent, no matter who your facing has level and
equipment advantage, then there's only a certain amount that you can do. Try
your best and try to stay on top of your game and you'll find the hunter to be
an awesome PvP character.
Part IIIb - Stategy Continued.
FAQ1 - Why fear the Rogue Honor?
- So we have detection, that's nice but that doesn't stop the rogue from getting
in front of your face. Key thing about Rogues are.. Close-ranged combat. For
one, that's a hunters weak point because he's a ranged character. Two, it really
doesn't take a lot of effort for a Rogue to get in close, past firing range.
Three, his attack speed, dodge ability and critical strike ratio is disgustingly
godly. Sure, you can match his dodge, but what about atk and crits. He'll dish
out more dmg to you within a few seconds than you can possibly imagine. Not to
mention the whole combo system that they have worked out for them. Interlace
that with poisons that slow, cripple and do damage to you over time and you've
got yourself a hunter killer. What are we to do? Kite? You have to run out of
melee range and into firing range for you to do so. How can you when they'll be
on you in less than a few seconds. Especially if your laced with poison. 20%
chance.. HA, how fast do rogues attack? They are REALLY fast. Mostly all of the
rogues that I've played are of the combat/assassination breed. very few points
into subtlety. those types are designed to rip through melee. by the time you
get to my level, you'll see kidney shot, riposte, lvl 2 sprint, lvl 3 gouge, oh
the horrors.. and trust me do they hurt hunters. but its ok, we're not even
talking about stun, because anyone can see that stun OWNS Hunters.
FAQ2 - Then how do you fight them?
- Pet on passive. drop freezing trap. duel starts, send out pet + cast hunters
mark with hawk aspect on. Immediately volley as many shots as you can while
yourpet attacks. if he tries and strafe to the side of your trap, strafe with
him (keep him in a line, almost as if you two form a diameter to a circle with
the trap in the middle of you two) while letting out volleys of various shots.
as the duel continues, you'll notice he'll be trying to tighten the circle,
closer to your trap, or waiting until the trap wears out. this is good. because
then your cat will be doing a good amount of damage to him and your shots will
be wearing him down. as soon as he gets inside your gun range, keep a eye on
him. try and go near the trap ASAP or get a little further so you can continue
pelting. keep in mind that if you let him get too close to your trap, he can
juke past it very quickly, so try to keep the trap within the middle of you two.
if the trap wears off its ok, by that time you'd played enough keep away to have
an advantage. if the rogue gets hit by freezing trap, recall your pet (that's
why its on passive) before it attacks your target and springs him loose and
follow up immediately with a aimed shot. doing heavy dmg, then loosing a
concussive. sounds simple, but difficult to do. that's my way to dealing with a
rogue.
FAQ3 - I lose to mages, what is it that makes them so powerful?
- They poly YOU, kill your pet with some insane dmg, poly you again when you
come back, drink and eat. They also run up to you, get inside gun range and
blast you for insane dmg. What can we do? Blast them hard, try your best to
start out far (out of poly range) and hit them with Viper and Concussive
constantly. Since poly doesn't have diminishing time as of this patch, they
prove somewhat interesting to duel
FAQ4 - What profession do you have?
- Engineering and Mining. Both are needed to sustain life as a gun hunter. 1)
you make your own guns and ammo 2) high level gadgets can save the day sometimes
3) you make loads of money by selling your inventions. Cherish every minute that
you are a engineer!
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